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(+1)

I like this concept! This can be quite useful, specially when one has a story with lore! Oh and in those fantasy where there's flavor language to give the impression of a completely different culture. Many fantasy books do that. This is a good way to provide the meaning of some words without the need to click to go to a dictionary screen (although the dictionary screen is still needed for platforms without a pointer).

I have a few questions:

  1. Is it possible to add footnote inline instead of placing in a global variable FOOTNOTES?
  2. Is it possible to add tags to the footnote text (E.g. bold or underline)?
  3. I tried to make it so previous code I used for the VN I'm trying this in to cooperate with this (a link to the "glossary menu" screen). Only one of the link types work at a time depending on the init number I set. How to have both co-existing? I wonder how to make it so more than one hyperlink type in dialogs work at the same time.

Thanks for the comment! To answer your questions:

  1. I did not add in a method to do this.
  2. You should be able to add text tags to the footnotes.
  3. The footnotes code uses the `dialogue_text_hyperlink_functions` style property to manage the hover behaviour, which is why you weren't able to get multiple types of hyperlink to work simultaneously. One of the main drawbacks of the design I used is that it hijacks the use of hyperlinks in dialogue. There's not an easy way to work around this as far as I know.